1 // Copyright 2013 the V8 project authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #ifndef V8_COMPILER_NODE_PROPERTIES_INL_H_
6 #define V8_COMPILER_NODE_PROPERTIES_INL_H_
10 #include "src/compiler/common-operator.h"
11 #include "src/compiler/generic-node-inl.h"
12 #include "src/compiler/node-properties.h"
13 #include "src/compiler/opcodes.h"
14 #include "src/compiler/operator.h"
15 #include "src/compiler/operator-properties-inl.h"
16 #include "src/compiler/operator-properties.h"
22 // -----------------------------------------------------------------------------
24 // Inputs are always arranged in order as follows:
25 // 0 [ values, context, effects, control ] node->InputCount()
27 inline int NodeProperties::FirstValueIndex(Node* node) { return 0; }
29 inline int NodeProperties::FirstContextIndex(Node* node) {
30 return PastValueIndex(node);
33 inline int NodeProperties::FirstFrameStateIndex(Node* node) {
34 return PastContextIndex(node);
37 inline int NodeProperties::FirstEffectIndex(Node* node) {
38 return PastFrameStateIndex(node);
41 inline int NodeProperties::FirstControlIndex(Node* node) {
42 return PastEffectIndex(node);
46 inline int NodeProperties::PastValueIndex(Node* node) {
47 return FirstValueIndex(node) +
48 OperatorProperties::GetValueInputCount(node->op());
51 inline int NodeProperties::PastContextIndex(Node* node) {
52 return FirstContextIndex(node) +
53 OperatorProperties::GetContextInputCount(node->op());
56 inline int NodeProperties::PastFrameStateIndex(Node* node) {
57 return FirstFrameStateIndex(node) +
58 OperatorProperties::GetFrameStateInputCount(node->op());
61 inline int NodeProperties::PastEffectIndex(Node* node) {
62 return FirstEffectIndex(node) +
63 OperatorProperties::GetEffectInputCount(node->op());
66 inline int NodeProperties::PastControlIndex(Node* node) {
67 return FirstControlIndex(node) +
68 OperatorProperties::GetControlInputCount(node->op());
72 // -----------------------------------------------------------------------------
75 inline Node* NodeProperties::GetValueInput(Node* node, int index) {
77 index < OperatorProperties::GetValueInputCount(node->op()));
78 return node->InputAt(FirstValueIndex(node) + index);
81 inline Node* NodeProperties::GetContextInput(Node* node) {
82 DCHECK(OperatorProperties::HasContextInput(node->op()));
83 return node->InputAt(FirstContextIndex(node));
86 inline Node* NodeProperties::GetFrameStateInput(Node* node) {
87 DCHECK(OperatorProperties::HasFrameStateInput(node->op()));
88 return node->InputAt(FirstFrameStateIndex(node));
91 inline Node* NodeProperties::GetEffectInput(Node* node, int index) {
93 index < OperatorProperties::GetEffectInputCount(node->op()));
94 return node->InputAt(FirstEffectIndex(node) + index);
97 inline Node* NodeProperties::GetControlInput(Node* node, int index) {
99 index < OperatorProperties::GetControlInputCount(node->op()));
100 return node->InputAt(FirstControlIndex(node) + index);
103 inline int NodeProperties::GetFrameStateIndex(Node* node) {
104 DCHECK(OperatorProperties::HasFrameStateInput(node->op()));
105 return FirstFrameStateIndex(node);
108 // -----------------------------------------------------------------------------
111 inline bool NodeProperties::IsInputRange(Node::Edge edge, int first, int num) {
112 // TODO(titzer): edge.index() is linear time;
113 // edges maybe need to be marked as value/effect/control.
114 if (num == 0) return false;
115 int index = edge.index();
116 return first <= index && index < first + num;
119 inline bool NodeProperties::IsValueEdge(Node::Edge edge) {
120 Node* node = edge.from();
121 return IsInputRange(edge, FirstValueIndex(node),
122 OperatorProperties::GetValueInputCount(node->op()));
125 inline bool NodeProperties::IsContextEdge(Node::Edge edge) {
126 Node* node = edge.from();
127 return IsInputRange(edge, FirstContextIndex(node),
128 OperatorProperties::GetContextInputCount(node->op()));
131 inline bool NodeProperties::IsEffectEdge(Node::Edge edge) {
132 Node* node = edge.from();
133 return IsInputRange(edge, FirstEffectIndex(node),
134 OperatorProperties::GetEffectInputCount(node->op()));
137 inline bool NodeProperties::IsControlEdge(Node::Edge edge) {
138 Node* node = edge.from();
139 return IsInputRange(edge, FirstControlIndex(node),
140 OperatorProperties::GetControlInputCount(node->op()));
144 // -----------------------------------------------------------------------------
145 // Miscellaneous predicates.
147 inline bool NodeProperties::IsControl(Node* node) {
148 return IrOpcode::IsControlOpcode(node->opcode());
152 // -----------------------------------------------------------------------------
153 // Miscellaneous mutators.
155 inline void NodeProperties::ReplaceControlInput(Node* node, Node* control) {
156 node->ReplaceInput(FirstControlIndex(node), control);
159 inline void NodeProperties::ReplaceEffectInput(Node* node, Node* effect,
161 DCHECK(index < OperatorProperties::GetEffectInputCount(node->op()));
162 return node->ReplaceInput(FirstEffectIndex(node) + index, effect);
165 inline void NodeProperties::ReplaceFrameStateInput(Node* node,
167 DCHECK(OperatorProperties::HasFrameStateInput(node->op()));
168 node->ReplaceInput(FirstFrameStateIndex(node), frame_state);
171 inline void NodeProperties::RemoveNonValueInputs(Node* node) {
172 node->TrimInputCount(OperatorProperties::GetValueInputCount(node->op()));
176 // Replace value uses of {node} with {value} and effect uses of {node} with
177 // {effect}. If {effect == NULL}, then use the effect input to {node}.
178 inline void NodeProperties::ReplaceWithValue(Node* node, Node* value,
180 DCHECK(!OperatorProperties::HasControlOutput(node->op()));
181 if (effect == NULL && OperatorProperties::HasEffectInput(node->op())) {
182 effect = NodeProperties::GetEffectInput(node);
185 // Requires distinguishing between value and effect edges.
186 UseIter iter = node->uses().begin();
187 while (iter != node->uses().end()) {
188 if (NodeProperties::IsEffectEdge(iter.edge())) {
189 DCHECK_NE(NULL, effect);
190 iter = iter.UpdateToAndIncrement(effect);
192 iter = iter.UpdateToAndIncrement(value);
198 // -----------------------------------------------------------------------------
201 inline Bounds NodeProperties::GetBounds(Node* node) { return node->bounds(); }
203 inline void NodeProperties::SetBounds(Node* node, Bounds b) {
210 } // namespace v8::internal::compiler
212 #endif // V8_COMPILER_NODE_PROPERTIES_INL_H_